Can "Stun" be resisted?

Terpentin300
244 posts Member
edited July 2018
Hello,

as mentioned above, can "Stun" be resisted?

Like Han Solo's "Deadeye" Ability, or all other Abilities with Stun?

On the one hand i need high Tenacity to resist it, and on the other hand i need high Potency to effect it?
Or will be the enemy stunned with100% chance no matter what?

Can someone help me with that brainfu**?

Replies

  • Yes, can be avoided or resisted, no han stun at first shot cant be resisted (at least i havent seen it except obviously for raid bosses) yes you need tenacity to resist others stuns (like palp or any other character) yes you need potency to apply (any debuff) on the enemy.
  • All stuns can be resisted unless it states it can’t like Kylo Ren Unmasked “Halt” or Greedo’s “Threaten”.

    But yes more Potency is better to make sure stuns land. Also depends on the percentage of the Stun chance. For example, Daka has a 75% chance to stun for one turn off of her basic. In order to truly have a 75% chance to stun on her part, you would need 100% Potency, assuming the enemy has 0 Tenacity. How it is supposed to work is let’s say the enemy has 20% Tenacity, that means if you want a true 75% chance to stun you would need 120% Potency to offset the 20% Tenacity the enemy has.

    No one does that though and most report Tenacity is not a good way to measure it and it’s doesnt work like Potency does.

    There is also an automatic 15% evade chance with everyone too. Lots of variables but at the end of the day the most Potency will make debuffs stick kore.
  • Waqui
    8802 posts Member
    Unless it's specificaly stated in the ability description that some negative effect cannot be resisted, there's always a potency/tenacity check to decide wether the effect is resisted.
  • NicWester
    8928 posts Member
    The default is that all debuffs (including turn meter reduction and cooldown increases) can be resisted. So unless it specifically says "which cannot be resisted" on the ability description, it can be.

    When an ability says "60% chance to stun," what the 60% chance refers to is the chance to even see if it's resisted. To use Warhammer (40k or Fantasy, take your pick!) as an analogy, the 60% chance is your to-hit roll, then whether it's resisted or not is your to-wound roll.

    The amount of potency you need depends on what you're doing. Most characters who have debuffs have reasonable potency on their base gear, and usually adding a potency cross mod will be fine. Some characters (Luke, Holdo) have super low base potency and will definitely need boosting from mod set bonuses. This works for most content, but against any character with the "BOSS" tag and any raid character, their tenacity is through the roof so you'll need really high potency to affect them--assuming they aren't outright immune, like raid bosses are.
    Ceterum censeo Patientia esse meliat.
  • crzydroid
    7283 posts Moderator
    All stuns can be resisted unless it states it can’t like Kylo Ren Unmasked “Halt” or Greedo’s “Threaten”.

    But yes more Potency is better to make sure stuns land. Also depends on the percentage of the Stun chance. For example, Daka has a 75% chance to stun for one turn off of her basic. In order to truly have a 75% chance to stun on her part, you would need 100% Potency, assuming the enemy has 0 Tenacity. How it is supposed to work is let’s say the enemy has 20% Tenacity, that means if you want a true 75% chance to stun you would need 120% Potency to offset the 20% Tenacity the enemy has.

    No one does that though and most report Tenacity is not a good way to measure it and it’s doesnt work like Potency does.

    There is also an automatic 15% evade chance with everyone too. Lots of variables but at the end of the day the most Potency will make debuffs stick kore.

    You have that backwards. It's tenacity-potency = resist chance (with a minimum 15% chancd to resist--not evade). So you only need 5% potency to offset 20% tenacity enough to hit base chance.

    Also, because of the base 15% chance to resist, someone with 75% chance can NEVER actually hit a 75% overall chance. It would be 0.75*0.85 = 0.6375. Factor in the 2% evasion rate (assuming no accuracy mods or ability boosts, and no evasion boosts), and it becomes a 60.56% chance.
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